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Network-Induced Temporal Disturbances in Virtual Reality Applications

机译:虚拟现实应用中网络引起的时间干扰

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Virtual Reality (VR) applications put high demands on software and hardware in order to enable an immersive experience for the user and avoid causing simulator sickness. As soon as networks become part of the Motion-To-Photon (MTP) path between rendering and display, there is a risk for extraordinary delays that may impair Quality of Experience (QoE). This short paper provides an overview of latency measurements and models that are applicable to the MTP path, complemented by demands on user and network levels. It specifically reports on freeze duration measurements using a commercial TPCAST wireless VR solution, and identifies a corresponding stochastic model of the freeze length distribution, which may serve as disturbance model for VR QoE studies.
机译:虚拟现实(VR)应用程序对软件和硬件提出了很高的要求,以便为用户提供身临其境的体验并避免引起模拟器不适。一旦网络成为渲染和显示之间的运动到光子(MTP)路径的一部分,就有可能出现异常延迟的风险,这可能会损害体验质量(QoE)。这篇简短的文章概述了适用于MTP路径的延迟测量和模型,并辅以对用户和网络级别的需求。它专门报告了使用商用TPCAST​​无线VR解决方案进行的冻结持续时间测量,并确定了相应的冻结长度分布随机模型,该模型可以用作VR QoE研究的干扰模型。

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